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https://github.com/ryanslikesocool/anaglyph3d
Anaglyph 3D (red/cyan) render feature for Unity's URP
https://github.com/ryanslikesocool/anaglyph3d
anaglyph hlsl renderfeature shader unity urp
Last synced: 7 days ago
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Anaglyph 3D (red/cyan) render feature for Unity's URP
- Host: GitHub
- URL: https://github.com/ryanslikesocool/anaglyph3d
- Owner: ryanslikesocool
- License: mit
- Created: 2021-04-09T07:41:07.000Z (over 3 years ago)
- Default Branch: main
- Last Pushed: 2024-02-29T14:05:11.000Z (9 months ago)
- Last Synced: 2024-04-18T14:02:21.731Z (7 months ago)
- Topics: anaglyph, hlsl, renderfeature, shader, unity, urp
- Language: C#
- Homepage:
- Size: 194 KB
- Stars: 23
- Watchers: 5
- Forks: 4
- Open Issues: 1
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Metadata Files:
- Readme: README.md
- License: LICENSE.md
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README
# URP Anaglyph3D
Anaglyph 3D (red/cyan) render feature for Unity's URP![Sample Image](images~/sample.jpg)
## Requirements
Anaglyph3D [v2](https://github.com/ryanslikesocool/Anaglyph3D/releases/tag/v2.1.1) requires Unity 2021.3 with URP 12.1.8 or later.\
Anaglyph3D [v3](https://github.com/ryanslikesocool/Anaglyph3D/releases/tag/v3.1.0) requires Unity 2022.1 or later with URP 13.1.7 or later.## Install
**Recommended Installation** (Unity Package Manager)
- "Add package from git URL..."
- `https://github.com/ryanslikesocool/Anaglyph3D.git`**Alternate Installation** (not recommended)
- Get the latest [release](https://github.com/ryanslikesocool/Anaglyph3D/releases)
- Import into your project's Plugins folder## Usage
In your Forward Renderer asset, add the "Anaglyph Feature" render feature and change settings as desired.| Property | Information |
| ----- | ----- |
| `Render Pass Event` | Leave at `Before Rendering Post Processing` for best results. |
| `Layer Mask` | Which layers to include when rendering the effect. |
| `Shader` | The anaglpyh shader, located at the root directory of the package. |
| `Spacing` | The spacing between the red and cyan channels.
A value of `0` will ignore the focal point. This is useful for orthographic cameras.
A negative value will swap the red and cyan. |
| `Focal Point` | The point `x` units in front of the camera where the red and cyan channels meet. |
| `Overlay Mode` | `None` - Replace the background with the effect. This is ideal for rendering the entire screen with the effect.
`Opacity` - Overlay the effect based on its opacity.
`Depth` - Overlay the effect based on its depth. |
| `Blend Mode` | `None` - Do not blend the effect onto the background.
`Additive` - Perform stylistic blending by adding the effect to the background.
`Channel` - Perform correct blending based on each eye's channels. |
| `Opacity Overlay Render Texture Format` | The render texture format to use when `Overlay Mode` is set to `Opacity`. |
| `Depth Overlay Buffer Bit Count` | The depth buffer bit count to use when `Overlay Mode` is set to `Depth`. |## Notes
- Rendering with this effect may be expensive, since the whole screen must be rendered multiple times every frame.
- `Overlay Mode > Opacity` requires a transparent render texture format, which can be set with `Opacity Overlay Render Texture Format`.
- `Overlay Mode > Depth` does not work with transparent objects, such as text with TextMesh Pro.